Vampire: The Masquerade - Bloodlines

Vampire: The Masquerade - Bloodlines

View Stats:
wesp5 Feb 19, 2019 @ 2:27am
Unofficial Patch 10.3 released!
The Unofficial Patch 10.3 has been released here: https://www.moddb.com/mods/vtmb-unofficial-patch

Version Changelog:
------------------

v10.3 19.02.2019 (Release Candidate 1)
-----
+Made magic projectile of fatguys do aggravated damage like Ming's.
+Corrected plus and basic Arthur lines and fixed Gimble phone bug.
+Added Unofficial Patch contributors to credits and restored basic.
+Fixed note in tattoo parlor and teleporting of Confession dancer.
+Removed Blood Purge on killer and Humanity if you kill him anyway.
+Swapped Colt Anaconda and Desert Eagle damage and added .38 kick.
Fixed Tommy fix and restored several weapons parameters for basic.
Erased Coffee Shop and Smoke Shop door handles from hub in basic.
Disabled plus lines of Bertram, Jack, Heather, Carson and LaCroix.
Removed seminude prostitute from SM again and from Chinatown too.
Restored beachhouse PC difficulty and locked Tung's tank in basic.
Improved elevator display and climbing back in vent at SM clinic.
Fixed map holes outside Ocean House and lowered ghost music there.
Corrected overlapping music and several portals at the warehouse.
Covered trigger texture inside Ocean House and removed a laughter.
Fixed warrens door, restored whispers and removed rats for basic.
Moved Club Confession's restroom and fixed cash register lighting.
Corrected Romero leaving and unlocked Red Spot backdoor in basic.
Fixed minor issue in hospital and removed cops on Dane screenshot.
Removed Larry's floats in basic patch and made them less in plus.
Unlocked junkyard kennels and removed King's Way meowing in basic.
Fixed LOD effect in Chinatown hub and improved the Giovanni well.
Restored visibly vanishing Gary and removed zombie fleeing sounds.
Swapped blade and thrower and restored two ghouls to Hallowbrook.
Removed King's Way cat sounds and Blood Hunt heli sounds in basic.
Hid a wall hole during taxi ride and removed all special letters.
Corrected ModDev Guide detail and updated SDK, thanks to Psycho-A.
Restored basic dialogue popup and Ocean House Malkavian whispers.
Fixed a hitman problem and removed some unnecessary SM hub blocks.
Swapped pictures of restored Ocean House and Halloween newspaper.
Removed plus Hallowbrook sound and warehouse intro music in basic.
Fixed combat music on blood hunt map and Therese duplicated line.
Removed plus inspection in the Tattoo Shop and sound for clothing.
Corrected reel to reel at Grout's mansion and stuck museum guard.

Updated changelog 15.3.2019 (Release Candidate 2):

+Improved Sabbat ending and choice dialogues, thanks burgermeister.
+Made Obfuscator appear after warehouse and adjusted maximal ammo.
Fixed distraction of Giovanni backdoor guard and minor map issues.
Restored three Heather lines, two Lily lines, and subtitle names.
Fixed hit blood spatters and thin bloods leaving beachhouse beach.
Repaired model, texture, sign and sound details, thanks Psycho-A.
Fixed wrong stalker voices and a dead NPC hearable at beach house.
Corrected payphone and Giovanni spirit models, thanks to DDLullu.
Repaired Venture Tower elevator, portals and Giovanni zombie trap.

Updated changelog 4.4.2019 (Release Candidate 3):

+Restored fridge model and Giovanni spirit texture, thanks DDLullu.
+Added some food plates and film can textures, thanks to Psycho-A.
+Fixed Gary's blood packs, and dialogues of Boris, Phil and Slater.
+Restored Bloodlines name to main menu logo, thanks Candy Narwhal.
+Added Blood Malady effect for supernaturals immune to Blood Theft.
+Updated Ash, Copper and Serial quest states when you failed some.
+Changed medical emails conditions and guard sounds away from cops.
Swapped recompiled diner map with old one and copied bin to main.
Made Gangrel hands show their tattoos, thanks to MooCHa and Jenya.
Corrected some sounds and fixed internal issues, thanks Psycho-A.

Updated changelog 18.4.2019 (Final):

+Readded Bedlam and Mass Suicide disciplines, thanks EntenSchreck.
+Removed second CIS computer password and restored many new models.
+Restored full mission impossible, jewelry and Ming combat tracks.
+Reskinned Beckett's wolf form to look more real, thanks Zer0morph.
Fixed breakable observatory stairs, and Dragon's Breath max ammo.
Improved dialogues of Cal, Carson, Isaac, Lily, VV and of Malcolm.
Restored old diner map and improved vampire.exe, thanks Psycho-A.
Last edited by wesp5; Apr 18, 2019 @ 5:45am
< >
Showing 121-135 of 167 comments
Laharl-chan Apr 8, 2019 @ 6:49am 
Originally posted by wesp5:
Originally posted by Laharl-chan:
I was actually talking about rewriting that section of the guide but without the exploit.

The walkthrough wasn't written by me and I don't really like power gaming like that anyway...

Sorry for the misunderstanding then.
agsst11 Apr 8, 2019 @ 11:53am 
Originally posted by wesp5:
Originally posted by Laharl-chan:
Is candidate 3 the final version of this version of the patch or should i wait for it to come out before starting a new game?

UP 10.3 RC3 is not the final, but I hope the next 10.3 version will be it :)!

If I have RC2 installed do I just download RC3 and run it over top of the RC2 or do I need to uninstall the game and redownload it and then run RC3 fresh?
Last edited by agsst11; Apr 8, 2019 @ 11:53am
wesp5 Apr 8, 2019 @ 2:09pm 
Originally posted by agsst11:
If I have RC2 installed do I just download RC3 and run it over top of the RC2 or do I need to uninstall the game and redownload it and then run RC3 fresh?

You can just install RC 3 over RC 2, but you need to start a new game afterwards!
Fransens Apr 8, 2019 @ 2:26pm 
Is it just me or do the PCs cycle through their idle animations really fast?
I mean some idle animations for standing around are pretty much one second of standing with a little movement of "breathing" and then immidiately change to let's say hands-on-hips.

The player character looks really twitchy and paranoid at times.
Is this something from the UP and if so any plan on spreading those cycles out more evenly so it looks less weird?
thefrenchwaffle Apr 8, 2019 @ 10:21pm 
It has been a few years since I last played, I don't remember the hospital (getting to Pisha) being this difficult in the past , was this part of the new patch or am I just struggling hardcore?
acornco Apr 8, 2019 @ 10:36pm 
Originally posted by thefrenchwaffle:
It has been a few years since I last played, I don't remember the hospital (getting to Pisha) being this difficult in the past , was this part of the new patch or am I just struggling hardcore?

how are you struggling? getting through that part under the stairs?
wesp5 Apr 9, 2019 @ 1:26am 
Originally posted by Fransens:
Is this something from the UP and if so any plan on spreading those cycles out more evenly so it looks less weird?

The idle animations were restored by the patch, but as they are intended to show off I don't think it makes sense to spread them out. I mean how long do you keep the character doing nothing?
Last edited by wesp5; Apr 9, 2019 @ 1:32am
Fransens Apr 9, 2019 @ 7:19am 
Originally posted by wesp5:
Originally posted by Fransens:
Is this something from the UP and if so any plan on spreading those cycles out more evenly so it looks less weird?

The idle animations were restored by the patch, but as they are intended to show off I don't think it makes sense to spread them out. I mean how long do you keep the character doing nothing?
Right after stopping movement really.
Example from just now:
Hands On Hips 1 second > look right, look left, look left up > look right, look left, look left up > look right, look left, look left up > look right, look left, look left up > look right, look left, look left up > look right, look left, look left up > look right, look left, look left up (yes 7 times in a row), arms crossed 1 or 2 seconds-ish > look right, look left, look left up > look right, look left, look left up > Hands On Hips 2 seconds.
That just looks weird. And that was on the gangrel with less sudden idle animations.

On the malk its like:
look right, look left, look left up > rub below left breast and hug yourself > rub below left breast and hug yourself > rub below left breast and hug yourself > bend over > yawn and stretch > bend over 3 times more > 1 second of hands on hips and so on and so forth.

On a nossi it looks even more schizo since they insta-switch from the weird crouch idle from the character creation (I'll just call it The Nossi) to the standard hands on hips, often only after one cycle each.
Hands On Hips > The Nossi > Hands On Hips > The Nossi > Hands On Hips > The Nossi...

I think what I am trying to convey or rather suggest is a two-fold thing:
First seperate the idle animations into two groups:
Stance/Pose Group: is just basically a pose with minimal animation, standing there essentially
Idle Animations: is the true idle animations where they just do something like the stretching, the looking around (which is more active than just standing there... they are examining the area), bending over as malk, or whatever people do when bored and standing around.

nossies being nossies I would suggest to put The Nossi into the stance group since it is a clear loop, intended to be played a few times, which brings me to the second thing:

Putting the Stance/Pose animations on longer loops (or more cycles or whatever) until it switches to a new animation. Essentially those animations are, with the exception of The Nossi (and maybe others I just can't remember right now), really really short and just crossing your arms or putting your hands on your hips for 1 second before doing something else makes the PC look like it has been snorting too much coke or something.

On the other hand the Idle Animations, I.E. the more elaborate of the animations, should not be looped at all or only rarely.

Basically it would look more natural if the game preferred to loop the Stance/Pose animations as sort of baseline set and sprinkle in the more cool, elaborate ones in as the treats they are.

I don't know if I managed to communicate my thoughts on the matter adequately.
I also don't know if what I am asking for is even do-able, but I err on the side of
"Wow, even 15 years after the game is out people are still fukkin' improving the crap out of it and making it better. I bet they can tweak this with this much experience and passion!".

Of course it is probably not super-high on anybody's to-do list or needed.
It's not a gamebreaking bug or balance issue even or additional content.
But I figure the point of restoring lost animations is to enjoy them, and I see my suggestion merely as making the most of this part.

Again, I have close to zero idea if what I am asking for is easy/hard/impossible, just a few numbers tweak or hard work.
I barely know how to set my non-blood using disciplines to actually use no blood in the stats.txt file. Looking at you potence and fortitude mostly.
But yeah, I am ignorant of the topic but I know an obvious looped animation when I see one and the loops are usually not even looped while the elaborate animations keep looping and that just seems off to me.

I am just a user pointing out something I noticed to the programmers really.
If I am being annoying or spamming I apologize.
Last edited by Fransens; Apr 9, 2019 @ 7:22am
JasonTakesOmegle Apr 9, 2019 @ 10:26pm 
Having an issue on 9.6. I've killed the LaSombra in Night at the Library and he dropped a sword I haven't seen before and can't tell what it is in the console commands.
acornco Apr 10, 2019 @ 12:16am 
Originally posted by JasonTakesOmegle:
Having an issue on 9.6. I've killed the LaSombra in Night at the Library and he dropped a sword I haven't seen before and can't tell what it is in the console commands.

item_w_chang_blade
wesp5 Apr 10, 2019 @ 1:59am 
Originally posted by Fransens:
I am just a user pointing out something I noticed to the programmers really.

The main problem with the idle animations is that I didn't script them myself and also I think they are okay as they are right now ;). But I asked the creator if he has time to improve on them...
Last edited by wesp5; Apr 10, 2019 @ 3:38am
Fransens Apr 10, 2019 @ 6:49am 
Originally posted by wesp5:
Originally posted by Fransens:
I am just a user pointing out something I noticed to the programmers really.

The main problem with the idle animations is that I didn't script them myself and also I think they are okay as they are right now ;). But I asked the creator if he has time to improve on them...
All is appreciated really. Without the UP I would never have had even a second playthrough ~15 years ago since my game broke on the malk playthrough (gangrel wa finished normally) but every single one after that just borked with beckett being stuck offscreen in downtown and I would have never tried again without the UP.
So again alot of thanks to all involved. XD
Torbaal Apr 10, 2019 @ 8:43am 
I just started a new run yesterday with UP 10.2. Do I have to start again if I install 10.3 ?

Anyway, thank you for your time and effort ! You're doing a great job keeping this game alive :)
wesp5 Apr 10, 2019 @ 11:10am 
Originally posted by Torbaal:
I just started a new run yesterday with UP 10.2. Do I have to start again if I install 10.3 ?

Yes.
Torbaal Apr 10, 2019 @ 11:46am 
Thank you for your anwer. Next question is : do I have to instal UP 10.3 or can I complete the game with 10.2 ?

EDIT : An other question, does UP support Clan Quest Mod ?
Last edited by Torbaal; Apr 10, 2019 @ 11:48am
< >
Showing 121-135 of 167 comments
Per page: 15 30 50

Date Posted: Feb 19, 2019 @ 2:27am
Posts: 167